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poeboi

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  1. Fantastic work lately, I'm super thankful about the changes to freeze and pose masks. With what's available in 3dcoat now, one can essentially FK pose an entire sculpt solely using pose masks. It's a fantastic facility, and I think by now it beats the workflow of sending to (for example) Blender to pose.. there's a bit of setup to it but by this point it's to my knowledge probably the best sculpt posing solution on the market. the workflow is roughly this : 1. decimate the sculpture (by proxy method, so res can be restored later) 2. paint in masks of pose areas using regular paint tools, on paint layers 3. these masks can then be picked in "Pose Tool" from viewport or using "freeze transparent" on paint layer 4. can then manipulate the area and store all deformation by pose, onto a paint layer (meaning if the pose doesn't work out, it can be erased) 5. fixing poses which will be necessary in a lot of cases, can be done by freezing all but a pose masked area, and sculpting on it... to fix deformations or make the deformation respect anatomy, etc. thank you! other thing: I wonder if we please can have GLOBAL "TO CENTER MASS" option , for centering gizmo on current sculpt tree object no matter which tool is active. This is the option that's available in "Transform" tool options , but also "Pose" tool options. it makes it so, all transform gizmos but also the gizmoless transforms will operate from the center mass point of object. currently as it stands, the transform tool or pose tool has to be activated each time to just perform "to center mass", it's not very convenient and even if the option is bound to a hotkey, it will not always perform the "to center mass" action. For example, I have it set to hotkey CTRL+HOME but it oftentimes will not center on object. Thank you for any consideration!
  2. poeboi

    Blockout

    The workflow where in you, segment a larger mesh into smaller meshes, and modify each to make the larger look good is pretty straight forward but a lot of the "good stuff" and "good to knows" is a bit hidden away Here are some things worth looking into and being aware of 1. the tools "copy", "cut & clone", "split by curve", "split" and other tools for splitting objects These are tools that allow you to segment the bigger piece into smaller, child pieces pretty accurately. Be also aware how a child layer works. By default, imports and copy etc selects the same layer you are standing on in surface tree, what you want to make sure when using these tools is that you are on a child layer. To make a child layer, hover over layer in tree, to see the little [+]. pressing + produces child layer, set it to active before doing something like "apply" or "import" when cut and clone-ing, or separating. It's to make sure it is truly separate, and not just floating piece on same layer. Split by curve is essentially, you draw a closed curve over the object, rmb on the curve and "split by curve". You can then even have some beveled gap between these. Allows for precise splitting. Also nice to be aware of the RMB on sculpt tree object options, such as "subtract from" ... "merge visible" ... "copy and merge to" for in the very least, Vox Mode, you can do these types of operations infinite amount of times and they simply work. Usecases: removing the volume of one object from another, without destroying either. Merging all visible as a copy on it's own layer. Copying something on a layer and merging it to (boolean) another layer, to compound detail. (also happens to be aware of resolution here. Layer you merge from will accommodate layer you merge to. Merging 300k tris into 1 million tris, suddenly you can end up with very dense target mesh) 2. Knowing your resolution To quickly adjust resolutions in Vox mode , please use the RMB on object in sculpt tree and use the "resampling" option. You can then make the mesh % denser or less dense. Set the sampling preset to good or smooth for best results. It is tempting to use the "resolution 2x" but these actually make your mesh physically smaller or bigger. Proxy and multires is more for surface mode and only when you need to step up or down. I find anecdotally, that when blocking things out, a pretty OK resolution is ballpark 300_000 tris. At this level, freezing is easy to smooth, viewport is fast, mesh is a whole lot more maleable when using Move tool, et cetera. When you need more detail, jump to millions. 2.5 Why does my vox mesh detail look chunky like lots of small boxes as opposed to surface, you cannot circumvent a lot of localized resolution or detail without splitting the mesh. Because it is more like a painting, just even px grid of details. very typical phenomenon for example is if you have a character, the face parts like eyes; eyelids; mouth; etc will look chunky and not crisp without a lot of vox resolution. Trial and error is in order to figure this out but, you might be shocked at first when taking your 1 million tris character sculpt and trying to turn it into Vox, the entire face just melts. It is better to separate the face and keep face as some million tris in vox mode to preserve it's detail, while body / the rest which does not require as much to contain it's detail has more reasonable amount of tris. 3. Quick Pick I have this set to hotkey H. Very handy when switching between pieces. You can hover mouse over a object in viewport, press (I press H) the hotkey and you make that sculpt object active in the tree. 4. Vox Hide (or in general, hide surface to create surface) When you hide stuff in general in 3DCoat, you almost always have the option of taking what's hidden and separating it out into it's own mesh in some way. Examples: Surface mode: you can freeze a surface (or paint parts of a surface on a layer, and select opaque pixels to get freeze mask) -> hide frozen faces (I believe in freeze title bar menu) -> separate hidden faces (I believe geometry title bar menu) and you will have separated just that surface part. Vox mode: is where it gets good because, you can use the "Vox Hide" tool to hide big chunks of your models with thickness, and you can then use the "Hidden to geometry" options to get only what you hid, as a new occurrence of Vox object. 5. Gizmoless transforms these are the tools that allow you to re-orient and manipulate your sculpt object in screen space and viewport, with only hotkey presses and drag as opposed to explicitly using the Transform tool and manipulating it via GIzmo. I cannot stress enough what a relief it is to be able to use these together with Quick Pick for quickly moving and getting together your separated pieces. ...There's lots of stuff,. This is not meant to deter you from seeking tutorials or help, but anecdotally in 3DCoat the effort is best spent thinking "how can I accomplish X" and then examining the various tools, and experimenting with them, see where they can get you. Trying to follow a tutorial 1:1 it can get you ways there but, personally I find it's better to just experiment. Sitting and waiting on tutorials because "that's when I can finally start using the software and equip myself how to use it" you might be waiting forever. Best of luck Edit: since you mention being acquainted with Blender. I therefore highly recommend you get acquainted with the Blender applink, because it might be good to for example try some things with 3dcoat and sending it to Blender, versus trying to do everything in 3DCoat at first. Some use and some getting acquainted with it is better than nothing. You might for example, like how quickly you can work with basemeshes in 3DCoat and send to Blender for sculpting, etc. or sending back to 3DCoat for UVing, adding some detail. They're very good softwares to use together
  3. Warning: This is not a 100% reliable, completely fault proof approach. In some circumstances, the "quadrangulation" on the re-imported mesh to modeling room from sculpt room will not be completely like the original, and some manual fixing might be necessary. I discovered this after some subsequent testing, models which've been bent a lot seem to not get their topology back 1:1. You have an object in your Modeling or Retopo workspace. It is retopo geometry, so quads or mostly quads. You want to bend it around a curve, but still preserve retopo geometry, so quads not triangulated. For example, you modeled a character belt "straight", you made curve cross-section of character waist, now you want to bend the poly model belt over character's waist. Workflow: 1. Modeling / Retopo Room Of object to bend, make sure longest side points in direction world up (default Y+), shortest side in direction X+ -> goto Sculpt Room 2. Space to bring up tools, select Import tool. Select Pick from Retopo to get your object from Modeling or Retopo room. - Make sure ✅ Import w/o Voxelization ✅ No subdivision more than what you had ✅ Sculpt Tree layer to import to is "S" as in Surface Mode 3. Create Curve you want to bend to. (For example, make Cut Slice over object and produce curve from that) With object to bend in Sculpt Tree as selected Sculpt Tree layer, RMB on Curve, choose "Bend volume" Observe model is bent along curve. Adjust parameters to taste. RMB curve again when satisfied, get the Bend Volume modifier's options, select "Detach Curve Modifier". By this point you should have your bent model, except it's tris. 4. RMB on the Sculpt Tree layer with your bent mesh (Default name: Curve_CurvedBend, name produced by the bend tool) Select Retopo via decimation For the dialog box select "Don't decimate" Observe you get your bent model, still tris, as a new occurrence of item under Poly Groups 5. Select all faces of the Poly Group Title bar menu : Mesh -> Apply Quadrangulation Your model should now be quad like the original, unbent retopo mesh. (Bonus) ABOUT GETTING UVs back I can not just yet speak to whether you can also get UVs from this process, since I haven't tested yet But you might be able to get the UVs if 1. You export the UNBENT object with correct options first, and then 2. With new occurrence of bent object, import UVs that you used for your original Or possibly if you 1. Unwrap the bent object 2. Copy-paste UVs of original, unbent object.
  4. I personally maintain, UI layout itself is fine, UX is challenging because the problem area lies more in the idiosyncrasies of 3DCoat opposed to other DCC apps, in that you have very many occurrences of tools that perform very particular actions, and so there is an enormous saturation of options in every menu. That makes it difficult to reduce the UI. Quick thought exercise: how would you lay out the RMB menu options for layers, or Curve options menus, or Tools panel options, for example in Blender's UI or 3DS Max UI or ZBrush UI? One quickly finds it's a disproportionate effort, you would just end up with a very bloated side panel or at best a few shelves with options underneath, e.g. the exact same problem again, this is because the tools' actions are so distinct I'd like to quote my own thread, in which I proposed "favorites menu" Something like this, reproducible panels in which one can add one's most common used features and tools; this will leave it up to the user to identify what options, tools, actions, et cetera it is they use the most frequently, instead of being presented with "all options" each time, and I firmly believe can seriously alleviate a big part of the issue of UI / UX logistics problem which is, "OK, I need to use tool/option X... where is it" and then looking through many RMB menus; title bar menus; hotkey panels etc to find it. A balance must be struck, having everything available to you vs most things you intend to use After extensive use, this problem does not pain me so much anymore because I 80% remember where everything I need, is, but it still can steal a lot of energy, and I understand why it can put off many new users of the software only meant to present a possible solution! lots of love
  5. Some bugs and possible not-as-intended behavior for freeze- and pose related tools, 2023.09 - "Pose" -> "Tool Options" -> Store selection to the layer works OK, creates a paint layer with name something in the vein of "PolyGroup_n" and paints in in the pose area, so it can be "picked" as freeze area / pose area Bug 1 - "Pose" -> "Tool Options" -> Pick selection from the layer Expectation: it selects the painted pixels of layer as pose mask, and activates pose transform tool Bug: Not really reliable, nothing happens, not feedback Edit picking painted area in the viewport, the painted layer works Possible bug 1. Standing in "Pose" -> "Tool Options" without any pose masked area selected, 2. Then "Layers" -> RMB on layer with painted mask -> "Freeze painted pixels" Expectation: The painted pixels of paint layer is selected as pose mask, and pose transform tool is activated immediately Bug: Nothing happens in Pose tool, no transform, no feedback However, transforming the mesh with gizmoless-transform -> Undo , makes it so Pose tool is then activated with the painted pixel area as pose mask, and transform tool activates Bug 2 1. Activate "Freeze tool" 2. Select frozen area from paint pixels on Layer, via "Layers" -> RMB on layer with painted mask -> "Freeze painted pixels" 3. Change to Pose Tool -> Frozen area becomes pose mask 4. Transforming the mesh, the surface of the area breaks with many tiny cavities, in a sense as though the mask area is not completely selected even though the selection ostensibly looks solid, 100% red or 100% black etc Edit This doesn't always happen, only occasionally, it's difficult to reproduce, however I discovered that if posing is done at a (lower) layer multiresolution level, going up a level or to top level, many small pieces will be at the unposed position, destroying detail The goal was to store some selections for a mesh, picking between them to gradually pose the entire mesh thanks for any effort to verify and remedy this --- Edit2 With the normal "Proxy Slider" tool this problem is reduced to the point it's negligible For instance, 4.4 million tris mesh, I can decimate 16x with Proxy Slider to get <300k and use the pose masks, pose the sculpt, then restore to get back to 4.4 mill. In my testing so far, restoring to the 4.4 mil mesh, there is not the problem with many small stretched points which have not been posed like with multi-resolution There might be occasional small surface break, but can easily be remedied by use of smooth or relax tool. The reason for stepping down in res is Lower resolution facilitates 1. faster operation in viewport 2. smoothing pose area much more effective 3. less wait on picking selection layers
  6. Thanks, solved after fresh install of 2023 Edit: After some time the problem returned, if anybody else has the problem with them staying and not disappearing I was able to remedy it by 1. docking the symmetry panel and brush panel somewhere in the UI first (drag them into UI) 2. after this, getting the "popups" by hotkey press T or S, they disappear as expected
  7. I'm having a problem lately where several hotkey panels pop up but they "stick", they dont disappear on hover away. So they appear over where im working, and I have to close them with the small corner cross 'x' or move the panel each time S symetry T brush panel anybody else experiencing it, any way to solve? thank you
  8. just hopping in to say I'm very pleased with pose tool in latter versions feature request first, pose tool feedback second feature : tool under Sculpt Pose to manipulate pose area using spline, like bone 1. select pose area 2. "best guess" create a spline throughout the entire centroidal axis of the mesh along the length of the pose masked area 3. manipulating the spline will then manipulate the pose area much much more easier said than done I'll bet Pose tool feedback 2023.06 according to me previously (2022 and before) pose tool exhibited many issues such as, - pose area becoming ruined; strong chunky edges after a few operations - pose area simply starting to diminish when doing innocuous things like hiding / showing transform gizmo - undo would erase entire pose area and possibly also pose operation, not just a single step These things are as far as I can tell remedied, and I'm very pleased that I'm now able to make many compound pose operations without risking the mesh breaking into pieces on the way, painstakingly freezing parts to then lose all that progress when posing. I think it's good on its way now that it might be a reliable means of posing complex figures, without something like rigging tool just to pose a sculpt which ruins the impetus of sculpting, since it becomes so technical and eats away time. thanks and team has my best wishes!
  9. I like the recent UI and UX changes, still there is much discussion about improving UI In this thread, would like to present some ideas for what can essentially be implemented on top of everything UI in 3DCoat right now, but also invite in some discussion on them Basis: I think a problem is not so much the UI layout honestly but it's choice paralysis from being presented with very many options, which are tough sometimes to find again, or even lose awareness of menus tools are grouped by relation and feature which is practical, but it results in these 20+ options menus which steal a lot of energy Anecdotally, I forget many times for example that it's possible to make the contours of a freeze mask into curves because it's the 31st option in the Curves menu, so it leaves my mind many times it would be handy Here are three suggestions for UX / UI which, I think all can be implemented on top of what's in UI now, and will grant some facility to alleviate this problem: Search Everywhere, Title bar navigation and/or Favorites menu 1. 'search everywhere / Quick Search' Present in a good deal of softwares like: 3ds Max Blender IDEs/ code editors, visual studio, jetbrains, vs code On a hotkey press, one is presented with search bar in which one can type directly starting typing, it will find commands named similar, increasingly filtering it down as one types in more I think this would be very welcome in 3DCoat, where there are so many tools and options pr tool Example visual studio: https://learn.microsoft.com/en-us/visualstudio/ide/visual-studio-search The search is Ctrl+Q, can type immediately to search for commands or other things. In 3DCoat this could be, • operations • toolbars • settings • tools et cetera 2. Title bar navigation Common in many softwares, it's pressing Alt followed by a mnemonic character to navigate the title bar menus (In case of 3DCoat Sculpt room this would be File, Edit, View, Symmetry... etc.) For example it is part of Win32 API https://learn.microsoft.com/en-us/windows/win32/menurc/using-menus Would have to use another button in place of ALT since it's so integrated in Viewport operations This facilitates making many options keyboard accessible, and possible to simply train muscle memory instead of click, read many options, click Example paint tool sai. Alt+E brings up "Edit", subsequent press of A will perform "Select All". 3. "Favorites/Bookmark Menu" - Like the Quick Menu in Blender - It is empty to start with, but one can add any one command to it, and only be presented with one's "most common tools" in a menu every time - Active a menu on hotkey, it contains your favorited commands - I suggest, any one thing that can be keybound, can also be quickly added to this menu - Can be context sensitive pr room so only one for sculpt room, one for painting, etc Example Blender Sculpt Room. Hotkey press 'Q' brings up Quick menu, in which I've added some common operations so I don't need to locate them in UI each time or assign hotkey to each. I would like to mention, a compromise that anybody can use today is a software like AutoHotPie which presents you with pie menus that can send keys to 3DCoat for commands Thanks for any consideration and please reply if you have any thoughts
  10. On 2023.01 I am unable to, with use navigation rules to transform (Hotkey N) to move the object back / forward in the viewport, it still zooms the viewport I believe I got this working once but I fail to remember what settings I used I have / am trying to tweak the customize navigation settings but no luck so far Thanks for any help / advice! Edit: I got it working, it just did not work In Ortography despite the setting, works in perspective viewport setting!
  11. excited about 2023.01! good job everybody at Pilgway, and wish you the best! I have detected what seems like a small bug with full screen and entering text on layers, color #code in dialogs etc. This is on Windows 10 pro, 2022.60 and persists on 2023.01. I also have three different monitors and two are 1080p while one is 4k, in case it can influence this. 1. Without full screen, double-click any text box element, can type in text and change value of layer names; colors etc. 2. Change to full screen 3. Can no longer get the popup / float to enter text Here is a video. (My screen recorder bugged out when I switched to full screen but hope I get the point across) 3DCoatGL64_bwgpPqQeom.mp4 Wonder if anybody can confirm?
  12. Modeling retopo room, can now make symmetrical manipulation, e.g. select on one side and move; the move will also happen on inverted axis (without virtual symmetry mode) Thank you so much for this! I have one feedback: When vertices are selected on +X side, moving them will move them on -X with symmetry "on", this is good But the yellow selection highlight of the vertices is not displayed on -X side I think an option to toggle this display can help equip against confusion whether one is actually working in symmetry, because it is not clear Thank you for any consideration!
  13. Something to consider is that 3DCoat uses Y as it's upward direction by default when orienting meshes, which is why there can occur discrepancies between/from applications that has Z as it's upward direction by default If an object is exported from such an app with such orientation and it appears the longitudinal direction is up, it can occur when imported in 3DCoat the direction will be rotated +-90 degrees Might help to go into settings, toggle the setting which makes it so Z axis is up prior to importing
  14. Hey, I think I had this exact problem I had by accident enabled the "simplification" or "reduce" or something on the smooth tool, which decimates the surface to in a sense "smooth" it. Could you check that you haven't enabled it? Wish I was sat by pc with 3dcoat then I could show If that's disabled then this is definitely not a desired behavior, if it happens by default
  15. Hi, sorry I don't have 3dcoat available to test this right now but I believe I solved this once in the past by 1. From sculpt room, goto "sculpt models" panel (where you get the tiny preview icons of the meshes) 2. Create a new folder / catalogue of sculpt models. It should be empty if it's new 3. Locate the folder on computer, e.g. via explorer if you're on windows environment 4. Straight up just, copy models into that folder. Reload 3Dcoat 5. They appear (???) Wanna give that a try? Edit: Also worth mentioning though I understand if it's not convenient. This is if you happen to have a more recent Blender build, at least 3.0 if you have multiple meshes as separate objects in the Blender outliner, and you send them to 3Dcoat via the applink as "voxel object", — when you get the import dialogue in 3Dcoat sculpt room, every occurrence of separate object you sent from Blender will also be imported into the 3DCoat sculpt room as separate objects in Vox tree. From there, it's possible to drag-drop them into a sculpt model folder.
  16. Regarding recent developments in the sculpt resolution layer, I wonder if it is somehow possible: Assume you have a sculpt with several layers, low res and maybe 1-3 levels to top level 1. Take copy of the lowest level, out of tree 2. Preserve vertex order and no. of points 3. Pose the sculpt, for example, send 1:1 to Blender, quickly rig to pose it, send back would it be possible: 4. Somehow insert back into the multires, and get the higher sculpt detail back in higher levels the usecase/need would be for posing the sculpt, optimally low res, but then getting the higher detail back and keeping pose hope I'm making sense
  17. @Gorbatovsky These type of nurbs surface tools are really exciting, thank you for your work! I really like the state of modeling tools in 3DCoat, and curve tools are probably the best I've worked with in any DCC package. If its not too early to say, it would be very interesting to hear about any prospect in 3DCoat of being able to, for example 1. convert mesh to NURBS 2. each occurrence of edge becomes curve 3. manipulate the object's shape by manipulating the curves I think there's huge market for that type of tool even if it's not something so elaborate as rhino or pure CAD software
  18. Very exciting stuff! Updated to test however I cannot find the tool anywhere, I'm on the professional 2022 version
  19. No problem I'll try to elaborate When you place the brush on a surface for example a sculpt mesh, the brush circle will lay on the surface (conform to surface), it is automatic The moment you hover cursor / brush outside the sculpt mesh, the brush is deactivated, circle disappears et cetera. Cannot brush from outside bounds of the mesh, in other words have to LMB click on it's surface to have any effect. The approach I described lets you make it so the brush circle lays on the surface of another object (I used the cube) and lets you stroke on the cube instead, but, since move tool supports the "through all volumes" option, the strokes made on that cube will influence other sculpt objects, like the sculpt bust model so it is helpful when you want to deform a sculpt object with move tool, however constraining the brush circle to another surface lets you use the move tool without touching the surface of that sculpt object but rather from outside/ around it Freezing the surface of the cube object was done so that it is not also moved when using the move tool, it retains it's shape, since it's just used as a guide It can be helpful when doing "big" changes to the sculpt object since you essentially have the move tool brush cursor outside the bounds of the sculpt mesh you are working on, and can pull on it in more controlled manner Hope this helped clear up a bit
  20. Hello, here's a little tip. It might be something that's plainly obvious to a lot but this only recently occurred to me after years of using the software. This is an approach to getting an effect in the vein of "Elastic Deform" from Blender sculpt tools; big deformations, and doesn't break the surface even though the resolution is big. It's helpful if you need to make significant changes on the object's silhouette, or otherwise. The summary is: Use a separate mesh as a guide for the strokes, irrespective of the mesh you are sculpting on, and simply using the Move tool. The steps are as follows: 1. Create a mesh to be the "guide" for the brush. I use a cube, since it is convenient for constraining strokes to the multiple axes on the cube's surface sides. 2. Change the "guide" mesh's shader to be see-through with the opacity slider, so you can see what's going on around it. Freeze the surface of the cube to prevent it from being deformed as well. 3. Pick the Move tool. Make sure "Through all volumes" setting is on (top bar check box) 4. To reposition or rotate the cube, use the screen space gizmo control hotkeys. The "Navigation Control" (default hotkey: N) can also be handy to reposition or rotate it. 5. Unghost; unfreeze; unhide only the sculpt meshes you want to work on. 6. Stay on the "guide" mesh you created. Stroke with the move tool. Observe the move tool now works outside the bounds of the sculpt and is locked to "guide" surface, facilitates big but precise deformation of the sculpt mesh, without breaking surface too much. Bonus step: Can of course also mask parts of the sculpt mesh, the move tool then allows you to have great control over an extrusion like effect. Video demo: 3Dcoatgl64 Soft Deform Tip.m4v Hope this can be of help to somebody. Even though it is such a trivial little method, it has made a significant difference in my workflow. I'm the type to much prefer to move the points into place and then fix, instead of applying a lot of compounding sculpt strokes to get to where I need to be.
  21. Thanks again for recent updates! Best of wishes to Andrew & company Some more suggestions incoming, sorry I'd like to make a case for enabling "on plane" mode for 1. Move tool 2. Freeze tool, and also something like "plane only" that is to say, ignoring the surface of the sculpt object and only stroke on plane Here is a demo of this usecase except using regular planes which allows this with "Through all volumes" option enabled Not the best examples but I hope I get across how this can be very handy It enables a behavior something akin to the deform sculpt tool in Blender, except possibly better in some ways Usecase 1: Move tool strokes from outside sculpt object to deform it irrespective of the actual surface geometry 3DCoatGL64_6KQVJZcbe4.mp4 Usecase 2: Freeze tool strokes from outside sculpt object to freeze with this kind of precision 3DCoatGL64_apqk3a1as9.mp4 Now again, it could be very handy if one could also lock the strokes to only be on the planes but also deform the object I think that would be fantastic, would see a lot of use from me, it can offer a lot of control and precision Thank you for any considerations *****If it is somehow already possible to use "on plane" with these tools then sorry my bad Edit: I think being able to constraint to "on plane" mode but still influence a geometry can also be helpful for a lot of other tools, for example the painting tools: painting constrained to a plane and it would map to the mesh exactly where painted from that view, et cetera.
  22. Hey, don't mean to dismiss that this is a problem (lower res level looks ok; higher level not ok) but I have some proposals for workable way to circumvent in case it can help, of course it's not always going to be possible When decimating to lower level from starting point, you can observe in viewport and wireframe view mode that it becomes a low poly triangle mess, not optimal for deformation. since higher level is likely smoother geometry, when going up res level, it cannot accommodate the ostensibly smooth deformation in geometry and it has those messy triangle like breaks in the surface. Can try 1. best as possible, have a sensible clean geometry as the 0 level when starting multi res and only work with higher res levels (caveat: obviously, going to be hard pressed to always be able to do this especially if you start with super dense object), 2. keep such changes on one layer at a time., can then remedy them pr layer. changing the visibility / opacity of the sculpt layer you're working on should gradually reveal the breaks in surface on higher res level. using the sculpt layer erase brush with low opacity or super relax can help diminish some such problems, like surface breaking. if the use case is sculpting, detailing and baking or rendering mesh, then what matters in the end is that the highest level looks OK if the use case is generating a static, low as possible geometry mesh that still looks ok and is baked with all the details, in the very least it can be expected that decimating the final high res level gives a pretty good result
  23. Fantastic work on 3Dcoat recently, particularly the multi resolution, thank you so much in my usecase I can res e.g. character model very high, tens of millions of polys in only sculpt to apply high-fidelity normals that previously required uv mapped model and 4k+ resolution. Can then just res down and work on other things that require less polys. Keep all information and bake the end result. I would like to suggest a button for multiresolution something like "Lock top", to temporarily disable adding another resolution level, it's a slight hazard clicking "Res+" versus "Add top", if you are at the maximum resolution your hardware can handle then you're in trouble it can guard against crashes. Thanks for any consideration
  24. Based on my Post in dev thread I'd like to move this here, since it's more feature request
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